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The Hegemony of Play

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The Hegemony of Play
Published in Proceedings, DiGRA: Situated Play, Tokyo, September 24-27, 2007.
Janine Fron Tracy Fullerton Jacquelyn Ford Morie Celia Pearce
Ludica USC School of Cinematic Arts USC Institute for Creative Georgia Institute of Technology,
Interactive Media Program Technologies School of Literature, Communication
janine@ludica.org.uk & Culture
tfullerton@cinema.usc.edu morie@ict.usc.edu
celia.pearce@lcc.gatech.edu

ABSTRACT ironic fashion to refer to the way in which the digital game
In this paper, we introduce the concept of a “Hegemony of industry has influenced the global culture of play in much
Play,” to critique the way in which a complex layering of the same way that hegemonic nations, such as the British
technological, commercial and cultural power structures Empire or post-WWII America, have, in their times of
have dominated the development of the digital game influence, dominated global culture. Today’s hegemonic
industry over the past 35 years, creating an entrenched game industry has infused both individuals’ and societies’
status quo which ignores the needs and desires of experiences of games with values and norms that reinforce
“minority” players such as women and “non-gamers,” Who that industry’s technological, commercial and cultural
in fact represent the majority of the population. Drawing investments in a particular definition of games and play,
from the history of pre-digital games, we demonstrate that creating a cyclical system of supply and demand in which
these practices have “narrowed the playing field,” and alternate products of play are marginalized and devalued.
contrary to conventional wisdom, have actually hindered,
rather than boosted, its commercial success. We reject the The power elite of the game industry is a predominately
inevitability of these power structures, and urge those in white, and secondarily Asian, male-dominated corporate
game studies to “step up to the plate” and take a more pro- and creative elite that represents a select group of large,
active stance in questioning and critiquing the status of the global publishing companies in conjunction with a handful
Hegemony of Play. of massive chain retail distributors. This hegemonic elite
determines which technologies will be deployed, and which
Author Keywords will not; which games will be made, and by which
Games, game industry, gender, game production, game designers; which players are important to design for, and
development, media production. which play styles will be supported. The hegemony
operates on both monetary and cultural levels. It works in
concert with game developers and self-selected hardcore
WHAT IS THE HEGEMONY OF PLAY? “gamers,” who have systematically developed a rhetoric of
The term “Hegemony of Play” was coined during an April play that is exclusionary, if not entirely alienating to
2005 lecture by play expert Bernie DeKoven at the “minority” players (who, in numerical terms, actually
Interactive Media program in USC’s School of Cinematic constitute a majority) such as most women and girls, males
Arts. During a heated debate following DeKoven’s of many ages, and people of different racial and cultural
presentation, Ludica founders Fullerton and Pearce pointed backgrounds. It is aided and abetted by a publication and
out the ways in which the exclusionary power structures of advertising infrastructure, characterized by game review
the computer game industry have narrowed the conception magazines, television programming and advertising that
of both play and player in the digital sphere. Those who valorizes certain types of games, while it marginalizes those
rose to the defense of the industry cited the conventional that do not fit the “hardcore gamer” demographic. These
wisdom that the design of digital games is entirely driven attitudes prevail, in spite of the fact that inclusiveness has
by the market for them. As the discussion progressed, it produced some of the best-selling games in history, such as
became clear that there are at least three levels of Pac-Man, Myst, and The Sims. The Hegemony of Play is
unexamined assumptions in this defense of the game the proverbial elephant in the living room, of which
industry’s status quo. These assumptions are related to the everyone is aware, but which no one calls by name. Some
production process and environment for the creation of have critiqued it [2], [7], [12], but few have called attention
digital games; to the evolution of technologies related to to or questioned its underlying power structures and raison
play; and to the cultural positioning of games and “gamers.” d’etre [6], [15], [23], [24].
We would like to submit that play, an innate human practice
We have adopted the term “Hegemony of Play” in a non- and function, belongs to everyone, and in its digital

Situated Play, Proceedings of DiGRA 2007 Conference

© 2007 Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed,
commercial use requires specific permission from the author.
incarnations should not be controlled by a hegemonic elite. variety of gender and racially discriminatory practices
We are calling for the game studies community to critique and stereotyping, in both the workplace and in the
rather than adopt and perpetuate the rhetoric of the content they create, that would be unacceptable in any
Hegemony of Play, and to explore new avenues of other field.
inclusiveness and diversity. As scholars and educators, it is
our prerogative to do this; as designers and artists, our We are not trying to suggest that game publishers or
mandate. We believe that as both researchers and developers are insincere. Rather we are trying to call
independent game designers, it is important to define and attention to the power structures that surround game
better understand this hegemony, because it drives the technologies, game production and game consumption.
discourse of game studies, whether players and scholars These power structures perpetuate a particular set of values
realize it or not. Particular ways that the hegemony of play and norms concerning games and game play, which tend to
has had a role in shaping the trajectory of game studies subordinate and ghettoize minority players and play styles.
include: In fact, this status quo leaves many game developers
themselves feeling disaffected and disheartened—they see
• Because we often study games that are created by the the need for expanded markets, and also crave the
Hegemony of Play, we not only critique and analyze, but opportunity for more creativity and innovation. Many
also often embrace, valorize, and fetishize the cultural designers bemoan the stranglehold that marketing
production of the Hegemony of Play. Yet we seldom departments have on the trajectory of game design.
analyze or critique the power structures from which they However, being trapped inside the power structures
emerge. These power structures shape us and our themselves, they have too much at stake to precipitate a
discourse, and it behooves us to be more reflexive about revolutionary upheaval of the powers of play.
the ways in which they do.
Our argument here, necessarily brief, will only introduce
• Because of its narrow market definitions, the Hegemony the basic areas in which these power structures may be
of Play has driven the critical discourse of what is and is found; more scholarship and critique is called for that is not
not a game; games researchers have taken this up as a possible in a paper of this length. The areas of crisis we
matter of taxonomy, but deeply embedded in these have identified are: 1) the production process and
arguments have been inherent values of the video game environment for the creation of digital games; 2) the
industry that are not necessarily inherent qualities of technologies of play, including the evolution of games from
games. Rigorous scholarship demands that we interrogate folk traditions and cultural artifacts to industrial products
and critique these values and assumptions rather than and intellectual property, and now to digital products and
taking them at face value. virtual societies; and 3) the cultural positioning of games
and “gamers.”
• Due to the standard demographic of most video games,
the vast majority of player-centered research, whether Finally we argue through historical precedent and recent
cognitive, behavioral, psychological or sociological, scientific and marketing research that the alleged
whether quantitative or qualitative, concerns male relationship between commercial success and these
players; this fact is seldom, if ever, articulated. If the exclusionary rhetorics of “conventional wisdom” are in fact
player gender is called out, it is not considered of incorrect, and we make a case that had the game industry
consequence and generalizations are often made that not engaged in these practices over the past thirty-five
pertain primarily or exclusively to male players. We years, its market would be much larger, and its revenues
would argue that it is important to articulate who the much greater than they are today.
players are, and make it clear who is being included and
excluded, for whatever reason. THE PRODUCTION ENVIRONMENT
In 2005, the International Game Developers Association
• The notion of the “gamer” which has defined the rhetoric
commissioned a report and survey in order to understand
of game marketing and fandom, has created a sub-culture
the demographic make-up of the game development
which is exclusionary and alienating to many people who
community. Its results were not surprising 88.5% of all
play games, but who do not want to be associated with
game development workers are male; 83.3% are white; 92%
the characteristics and game play styles commonly
are heterosexual. While the quantitative data culled in this
associated with “hardcore gamers.” This stereotype may
study reinforced what most people who have been intimate
actually prevent some people from playing games
with the game industry already knew, even more
entirely. Anecdotally, we have found that female
informative was the qualitative data collected in the
students, even those who spend over 20 hours per week
comments ending the survey. Here are just a few examples
playing videogames, are reluctant to term themselves
from among the first 20 of over 1000 comments [11]:
“gamers” precisely because of these connotations. In
addition, the market rationale of the gamer demographic
«The industry is not diverse. The people interested in
has given the game industry free reign to exercise a wide
games and computers in general are not diverse. Most

2
programmers are men - because men tend to like it. In sum, it had all the characteristics of a good research
programming more often than women do. Its just the way problem—puzzling, consequential and complex.” This
it is.» - M, 24, White, Canada conversation lead to the birth of Purple Moon, an early
venture into the “girl game” movement of the early 1990s.
«Games are made by White Males, for White Males. I'm Beleaguered by poor support and marketing, Purple Moon
all for a diverse industry, it just isn't there. Marketing in had its plug pulled before being given adequate time to
the entire industry is very poor. Games either make it or build an audience [15]. Purple Moon is often held up as an
don't, then copy the ones that do.» - M, 28, USA example as commercial failure that proves the rule. Little
credence is given to the fact that it still had a small and
«I don't think workforce diversity has anything to do with adamant fan base even at its demise. Purple Moon was, in
making great games. Hiring should be based solely on short, gobbled up by the Hegemony of Play.
skills, work ethic and personality. Race, gender, sexual
orientation and ethnic background have NO bearing on The few women who do manage to break into the
hiring policy.» - M, 35, White, USA conventional male-dominated game–creation clubhouse
must struggle with the prevailing culture. For instance,
«The most qualified person should be hired, beyond that I when successful female game producer Nour Polloni
don't care what sexual preference, color, creed or any insisted that the female leading character in a new game
other pop culture label they are.» - M, 26, White, wear baggy pants, she had difficulties negotiating with the
disabled, USA all-male creative team, who wanted to dress her in a string
bikini. [17] Virtually all of the women in the IGDA
Yet the very term “qualified,” as defined by the game comments supplement complained of the “boys-only”
industry, is encoded to exclude experience in related areas, ethos, and were well aware of game industry practices that
such as educational software, or other entertainment media are alienating to women. These include the use of “booth
such as film or theme parks. We have written elsewhere babes” at industry expos, excessive overtime, a lack of
[16] about the workplace and cultural issues surrounding work/life balance, and a general locker-room attitude that
the need to attract more young women to the game industry, pervades the workplace [11].
but even when women or game designers that represent
minority play styles do enter the arena, it is often a struggle Remarkably, in spite of this, the Entertainment Software
to create content that is outside the current definitions of Association (ESA) reports that 38% of gamers are women
successful game products. Brenda Laurel, an early game [5]. Indeed, a number of recent studies have shown that -- in
industry pioneer and co-founder of the Game Developers direct contradiction with the conventional wisdom of those
Conference reports: who claim that games are designed in direct response to
market opportunities -- women, and particularly women
Throughout my two decades in the computer game over forty, are the largest demographic for games. A study
business, I had ached for the chance to create on casual games commissioned by AOL for instance, found
alternatives to the chasing, shooting, fighting, exploding, that women over 40 spent the most time playing games of
hyper-male world of games. Why weren’t there any any demographic group [26]. Yet many in the game
computer games for girls? And why did I end up losing industry do not consider casual games to be “real” games
my job every time I suggested it. It couldn’t be just a and thus discount the growing influence of women in the
sexist conspiracy. The boys’ game industry generated games market.
billions of dollars; surely even the most virulent sexist in
Silicon Valley would be perfectly happy to reap the Thus, it is clear that even though there is a market for
corresponding millions from girls if he could figure out “minority” players and play styles, the production
how to do it. Nor was the male culture of computer games environment of digital play is, for the most part, failing to
simply an artifact of the history of the industry. address these players. It is also obvious that these minority
Something more complex and subtle was going on, and I players would, in fact, quickly become the majority of
knew it had to do with the construction of gender in every players were their desires addressed by the game industry.
aspect of our lives—in play, identity, work, technology, How to do this is a question that has been asked every so
and business. [15] often by the industry as a passing fad, often met by failure
because the standards of play and “gameness” that are
Laurel was given just this opportunity in 1992, when she applied to these products during their development and
was invited by David Liddle to propose a project for the marketing are always those of these hegemonic structures.
newly formed technology R&D Lab, Interval Research. The Many companies and designers have come away from
two engaged in a discussion about girls and games. Liddle’s attempts to reach these markets with the frustrated
assessment? “There’s a six billion dollar business with an conclusion that it cannot be done, that only “gamers” play
empty lot next door.” Liddle and Laurel “…agreed if this games. But is there a larger picture here? Is it possible that
were an easy problem, someone would have already solved the difficulty in producing “games for girls” or games for

3
adults, or games for “everyone” lies in the inherent rules” adaptation that have been available throughout the
properties of the technology of digital games themselves? course of game history.
Or are these hegemonic practices tied more to the
marketing and production process that has developed over This approach to play is not inevitable; it is, rather, an
the past three decades? outgrowth of the way in which various technologies have
constructed our expectations of play, our ownership of the
THE TECHNOLOGIES OF PLAY games we participate in, and our relationship to other
Videogames, unlike the other game types that preceded players. By technologies, we mean more than merely
them, represent a major shift in the role and power of the digital technologies. The transition from folk games, to
player vs. the product. In the playground, an elaborate industrial games, to digital games has involved technologies
ritual exists around negotiating and agreeing upon the rules dating back to the printing press, and the assembly line.
of engagement [19], [4]. Most card games begin with a Before the invention of the printing press, for example,
determination of what game will be played, and by which there were many variations of chess played throughout both
rules. Tabletop role-playing and strategy games are often the Eastern and Western worlds. Some involved dice,
accompanied by a Talmudic discourse of rules others a King that could leap over other pieces [21]. The
interpretation. All of these practices give players the early chessboard featured a vizier, which during the Age of
ultimate power in determining how they shall play. It is Discovery and the rein of Queen Isabella, evolved into the
clear, from the traditional game players’ perspective, that powerful Queen piece we see today [27]. As the powers of
while they may have purchased some specialized Europe began to consolidate in the 16th century, so too did
implements of play (such as a board with pieces or a deck the rules of chess -- printed and distributed as canon using
of cards) that the “game” does not come in the box, but is in the most revolutionary technology of the day. What
fact, an emergent experience “owned” in many ways by McLuhan and others have called an “alphabetic monopoly”
themselves and their fellow players. Changing the game, created by the technology of the printing press changed the
tweaking the rules, is always possible and “house rules” are multifaceted nature of the games collectively called
a common staple. “chess,” and modern chess -- a standard set of pieces and
rules -- was born.
Videogames on the other hand both dictate and enforce
th th
rules automatically through software. They also determine The 19 and Early 20 Century Board Game Industry as
which play styles shall be favored and which skill sets shall a Model for the Future?
be valorized, and create the unusual situation of a human While no one “owns” chess, the printing press would
matching his or her wits with a machine. Much of mastery change the “folk” nature of games, and in doing so, change
in digital games entails ones ability to “beat” the computer players’ relationship to the games they played. Where
on its own terms; this puts the player who either cannot do games had once been flexible cultural traditions, moving
so, or has little interest in mastering the machine, at a from player to player, region to region, absorbing new
decided disadvantage. It is as if all of chess players were rules, changing others, adapting to the immediate needs of
required to play against IBM’s famed Big Blue rather than players without concern for consistency or commercial
matching wits against more fallible and infinitely more value, now, they would become reproducible social
interesting human opponents. The result would be a artifacts. It is not until the dawn of the industrial revolution
generation of chess players trained to beat a machine. This however, that games begin a more dramatic evolution from
notion of playing with machines has forever altered the reproducible social artifacts to commercial products. Board
concept of what a game is and has transformed players into and card games epitomized the industrial revolution in
game consumers. Rather than determining if a game is good America in a number of significant ways. First, they were a
enough for them, as Bernie DeKoven has proposed, players response to the opportunity afforded by leisure time, a new
now must prove they are good enough for the game. [4] phenomenon of the middle class in late 19th Century
America; they were in a sense the first form of “home
The hardware technologies of games have also tended to entertainment.” Second, they took advantage of emerging
advantage some forms of play while marginalizing others. mass production methods and personnel. Third, their
Players who are not as adept, for instance, with a console marketing strategies and content provides unique insight
controller, will be at a decided disadvantage. (Note that the into the cultural concerns of the day [8]. A survey of early
size of the original Xbox controller was awkward for both games from the “golden age of board games,” roughly the
women and children.) Recent studies have shown that due mid 1800s to the 1920s, prior to the introduction of radio,
to cognitive differences between males and females, games shows the ways in which the game industry was both more
that demand a high level of certain types of spatial rotation inclusive and in many respects more culturally relevant than
skills, such as First Person Shooters, are actually more the video game industry is today.
difficult for women and girls to master [25]. By automating
these features and not allowing the player to modify or alter
for skills and play preferences, videogames create an
artificial boundary that often precludes the kind of “house

4
th th
The 19 and Early 20 Century Board Game Industry as The first board game ever to be awarded a patent was also
a Model for the Future? designed by a woman, Lizzie Magie, who originally
While much is made of the economic success of the video patented The Landlord Game in 1904 and again in 1924.
game industry, now estimated to be around $7 billion for (Figure 2)
software alone [5], its revenues pale in comparison to those
of board games. The Sims franchise, for instance, has sold Magie owned the patent until 1935 when it was purchased
60 million copies worldwide, and is the best-selling by Parker Brothers to make way for their upcoming hit
videogame of all time. Though unique in its cross-gender Monopoly, attributed to Charles Darrow, which would
appeal, these figures are dwarfed by the estimated 750 become the best-selling board game of all time. Unlike
million units of Monopoly sold worldwide. Granted Monopoly, The Landlord Game was actually an anti-
Monopoly has had a longer period to accrue this figure, an capitalism activist game designed to demonstrate how
example of what Chris Anderson calls a “long tail,” [1] tenants were exploited by land-owners [18], a theme that
while many popular video games seem to have chronically today might class it in the genre of “games for change.”
short shelf-lives. Nonetheless, it is hard to imagine any
video game rivaling these sales figures, even given a longer
gestation period. This comparison begs the question: Why
don’t video games sell more? A survey of the history and
culture of the board game provides a stark contrast to that of
computer games, demonstrating how the video game
industry has represented, in many ways, a major setback for
play as a component of everyday life, for people of every
age, race, gender, and socio-economic class.

Although most of the early board game companies were


owned and run by men, women played an integral part in
the emerging culture of board games at every level. In fact,
the 19th Century board game industry actually had a higher
percentage of female contributors than today’s digital game
business. Significantly, two early and influential board
games were designed by women. The first known American
board game, The Mansion of Happiness, was designed by
Anne Abbott of Beverly, Mass, a clergyman’s daughter,
also inventor of the Authors, a literary card game played by
the characters in Louisa May Alcott’s Little Women, which
remained popular into the 1960s. Originally published by
The W. & S.B. Ives Company of Salem, Mass, it was re- Figure 2: Lizzie Magie’s 1924 patent for The Landlord
published in 1894 by Parker Bros. A major commercial Game. (Image Source: Wikimedia commons, public domain.)
success, Mansion of Happiness was a typical genre of the
day: a game that taught life lessons. (Figure 1) Players The titles of games published during this period (roughly
attempted to reach the Mansion of Happiness at the center 1860-1920) suggest a rich array of themes and gameplay
of the board by traversing squares of virtue, such as options. Here are just a few examples: The Game of
Honesty and Temperance, and avoiding temptation, such as Department Store (McLoughlin Bros 1898) where players
Poverty and Perjury [8], [18]. try to run and manage their own store; The New Pretty
Village, a paper house building set whose box features a
mother overseeing her young son and daughter creating a
town together (McLoughlin Bros. 1890); Feast of Flowers:
A Floral Game of Fortune, one of numerous fortune-telling
games (Adams & Co 1869); and the Grandmama’s series
that included trivia, riddle, history and literature games
(McLoughlin Bros.). Courtship games abounded, such as
the Elite Social and Sentimental Conversation Cards, which
allowed players to construct dialogues such as: “Q: Have
you ever been in love? A: Why not? I am human.” Or Q:
“Are you inclined to boss the house? A: Quite the reverse.”
Figure 1: The Mansion of Happiness was the first board game (McLoughlin Brothers 1887; Figure 3) There was a game
published in America; a smash hit, it was later re-released by
integrated into a sewing kit; and even the highly masculine
Parker Bros. (shown) (From the Liman Collection at New York
Historical Society. Used with permission.) Rough Rider Ten-Pins included a female cowgirl character
(R. Bliss 1898) [8].

5
While the people represented on the boxes of these games One of the most intriguing and little-known aspects of the
were generally white and middle class, they spanned both early board game industry was the predominance of women
genders and a wider range of ages than do typical video in the production process. The following account, from The
game packaging and ads of today. The convention of Game-Makers, a history of Parker Brothers, sets the stage
showing people playing the game used on the packaging of for what would come to be called “The Pastime Girls,” after
the period provides some insight into the way in which the Pastime Puzzles, the jigsaw division of the company [18]:
“technology” of the board games influenced their players
and their role in society. The Sociable Telephone—A Game There was no set pattern or “die” to make endless
for the Smart Set, designed to teach etiquette for the new copies. It took the artistic skill of a single operator to
communications technology, features a smiling Victorian make the cuts, following the impulses that caused a pair
lady (Parker Bros. 1902); and the box cover for the stock of hands to maneuver plywood creatively against a
market game Commerce shows a woman holding a trading rapidly moving French-made blade. To enter the jigsaw
card high up in the air. (J. Ottoman & Lith 1900) (Figure 3) market, the brothers needed operators who had the right
Ads for Pillow-Dex, an indoor sport utilizing a kind of touch to attractively and precisely cut such
balloon, show Victorian ladies in full regalia knocking the puzzles. Fortunately, a local industry held an abundance
object into the air. (Parker Bros. 1897) [18] (Figure 4) of the needed talent. Skill at stitching seemed to mark the
While there are currently no videogames based on women’s skill needed to cut out a jigsaw puzzle. The New England
sports, the board game industry of over 100 years ago, in region was known for its shoe making, and shoe making
recognition of the game’s popularity among both men and required an abundance of stitchers (who were mainly
women, created The Game of Basket Ball with an all-female women).
cast. (Chaffee & Selchow & McLoughlin Bros. 1898) [8]
These female factory workers, who were expected to cut
1,400 pieces per day, provide an intriguing picture of an
altogether different game development environment:

As a Pastime Girl became more experienced, it was less


exciting to cut pieces at random, and became of matter of
honor to cut some pieces with recognizable
shapes. These became known as figurals – pieces
resembling letters, numbers, animals, common objects,
and symbols. It was not unusual to find a puzzle with an
“H,” a “5,” a fox, a wheelbarrow, and a heart among its
pieces. The novelty of these figurals was deemed
sufficient to apply for a patent (taken out in the name of
Figure 3: Commerce (Ottoman & Lith 1900) (From the department foreman). [18]
the Liman Collection at the New York Historical
Society. Used with permission) Female factory workers were called into service assembling
and hand-painting board games, such as the re-release of
Mansion of Happiness, which George Parker demanded be
true to the original. As a result of their role in
manufacturing and their ready availability, these “Gibson
Girls” were also recruited for playtesting Parker’s new
inventions. In a 1905 scrapbook photo

George is seen playing cards with three similarly attired


women from his office – their blouses white and puffy,
their skirts long and pinched at the waist, their hair
neatly piled atop their heads. These ladies exemplified
the “Gibson girl” style, which remained in vogue for
three decades… [18] (Figure 5)

Figure 4: Typical of packaging of the day, Pillow-


Dex shows multiple generations enjoying the game.
(From the Liman Collection at the New York
Historical Society. Used with permission)

6
has constructed an entirely new fictional variation of
Simone De Beauvoir’s subjective male, one which may
have as little to do with the majority of men as it does with
women. De Beauvior’s argument of the male subjective
position as normative and central, and the female position
as “other,” as object [3], has changed significantly in many
respects of society since the time of her writing in the
1950s. However, as “gamers,” women still inhabit a
“masculine universe:”

Sometimes the "feminine world" is contrasted with the


masculine universe, but [women…] form an integral part
of the group which is governed by males and in which
they have a subordinate place. [3]

Figure 5: George Parker playtesting a new game with the While the third gender has some relationship to what Lars
“Pastime Girls.” [18] Konzack describes as the rise of “The Third Culture,” that
of the “Geek,” it differs in a few significant respects. The
This is a radically different picture from the typical “Geek” described by Konzack implies counter-culture, as
playtesting department of today’s videogame industry, characterized by The Lord of the Rings and Star Trek fan
peopled by Mountain DewTM-guzzling young men just out culture, Live-Action Role Playing Games (LARPs), MUDs
of high school or college. It is interesting to hypothesize and MOOs; he further points out that women are actively
what today’s videogame industry would look like had its contributing to the third culture as both authors and partici-
products been playtested entirely by women. Would Doom pants, notably in LARPs, cosplay, fan fiction communities,
have managed to be published with no female characters, if as well as establishing the Game Grrls phenomenon and
at all? Would early video games be romantic, literary, female fan networks. [13] Conversely, mainstream gamer
artistic? Would they revolve around themes such as botany, culture has been commoditized and commercialized,
fashion, fortunes, life lessons, sociability or sewing? What packing the shelves of American retailers such as Walmart
greater diversity might have emerged had the game-creators and Best Buy and influencing television commercials on
and testers themselves been more diverse? U.S. Cable TV channels such as G4, Spike TV and Comedy
Central. Far from counter-culture Geekdom, the “gamer” is
THE CULTURAL POSITIONING OF PLAYERS AND PLAY a self-fulfilling prophecy, a highly commoditized market
As many who have been in or adjacent to it since the last demographic that follows precisely the pattern dictated by
century will attest, the game industry has gone through the industry by which it has been constructed.
several historical phases to arrive at its present hegemonic
power structure, which was not, as some would suggest, a This third gender can be epitomized by a conversation
foregone conclusion. Indeed, the very success of the game between Pearce and an executive of a major game com-
industry, and the dedication of its core players to an pany. In response to the recommendation from his
increasingly narrow definition of games and gameplay are marketing director that he speak to her about creating
to blame in part for the development of the current situ- games for girls, he quipped: “Our job is to take lunch
ation. As the game industry has become more successful, money away from 14-year-old boys.” Pearce found this
with a few exceptions, it has become more risk-averse, and characterization equally insulting to both boys and girls, but
more oriented to what it defines as its “core market.” exhibited in particular a manipulative, cynical and
exploitive position toward its treasured target market.
This core market is often referred to as “hardcore gamers,” During that same visit, Pearce observed a group of said
a term that has come to mean not only a person who games, lunchless 14-year-old boys, who, the executive gloated,
but also a particular type of person who plays particular were conducting playtesting for the firm for free. [20]
types of games. This gamer persona has become “ground Playtesters are indeed a major part of the perpetuation of
zero” from the perspective of game design and marketing, the Hegemony of Play. The entry level position on the game
and is taken by industry as the “de facto” target demo- board of a career in videogames, the criteria for being a
graphic for its goods. It is characterized by an adolescent playtester is to be a “gamer;” anyone who does not fall into
male sensibility that transcends physical age and embraces the conventional category, gender notwithstanding, is by
highly stylized graphical violence, male fantasies of power definition ineligible. In other words, “non-gamers (i.e. those
and domination, hyper-sexualized, objectified depictions of not of the third gender) need not apply.”
women, and rampant racial stereotyping and discrimination.
Co-author Fullerton has astutely referred to this male gamer A number of designers and authors, the majority of whom
persona as “the third gender.” Although this is not meant in are women, have commented upon the Hegemony of Play.
a literal sense, it points to the fact that the game industry

7
Among them are Brenda Laurel [15], as well as Sheri
Grainer Ray [7]. T.L. Taylor [23], [24] Mary Flanagan [6]
and the editors and contributors to the collections From
Barbie to Mortal Kombat [2] and Beyond Barbie and
Mortal Kombat [12]. Nina Huntemann in her lecture Play
Like a Man, points out that the culture and representations
of video games are as damaging to men as they are to
women:

These games, which utilize the cutting edge of computer


technology, send very particular messages about what it
means to be a man. Significantly, the overwhelming
lesson about masculinity is that violence is the preferred
means for accomplishing goals, resolving conflict and
Figure 6: Examples of video magazine game advertisements.
even for creating and maintaining interpersonal
relationship with women. [10]
Representation of women is symptomatic of a much larger
problem: the games themselves are unwelcoming to those
She also points out that U.S. video games are predominately
not considered “gamers.” Indeed in many respects the
advertised on TV with a majority male viewers: World
digital playground is shut off to “minority” players entirely,
Wresting Federation and the SciFi Channel (60% male)
whether in terms of game creation, game technologies, or
being just two examples, as well as gaming magazines such
game play, whether merely in terms of creating domains
as Computer Gaming World and Electronic Gaming
that are exclusively male, or through discriminating or
Monthly, whose readership is 5% or less female. [10] Many
alienating practices of players themselves.
videogame advertisements tend to disenfranchise and
alienate women, further contributing to the self-fulfilling
HOPE FOR THE FUTURE
prophecy that “women don’t play games.” Looking at the
While at this particular historical moment, the Hegemony of
examples featured in Figure 6, one scarcely wonders why.
Play is the dominant force in the cultural production of
games, we are beginning to see signs of subtle but tectonic
shifts. This paper was written on the heels of the console
frenzy of Christmas 2006, also at a time when the Internet
has afforded an alternative distribution channel whose
impact is only beginning to be understood. Sony and
Microsoft placed their bets on the fervent loyalty of
“gamers” in search of higher polygon counts of the same
fare with their Playstation 3 and Xbox 360 repsectively. the
number 3 console maker is staging a quiet revolution. Few
paid notice to the re-branding of the “Gameboy” to the
“DS” that took place in 2004. Yet advertising campaigns, in
addition to the name-change, showed Nintendo setting its
sights on a new population of players. (Figure 7) With the
release of its new Wii console system,, Nintendo has stated
openly and unabashedly, and demonstrated with both its
new product development efforts and advertising
campaigns, that it intends to diverge from the “path of least
resistance” and follow in the footsteps of George Parker to
return game-playing to a more inclusive activity that
embraces diverse interests and embraces the whole family.

8
convention of the American Association of Retired Persons
(AARP), boldly breaking barriers of both age and gender.
[14] With an estimated 70 million Baby Boomers moving
towards retirement, it’s clear that Nintendo hopes to attract
new markets beyond the traditional “gamer.” And, while
Nintendo is nothing if not entrenched in the game industry,
having built much of it, the release of these innovative new
products and marketing strategies speaks to a changing
vision of play that is both inclusive and, apparently,
profitable [22].

CONCLUSION
Earlier, we asked why it was that video games do not make
Figure 7: A French ad more money, why it was that they have been unable to
campaign for the DS Lite. reach the wider audiences of traditional and classic games.
Having explored several aspects of the multilayered power
With the release of games such as Brain Age, Nintendogs structures, environmental, technological and cultural, that
and Elektroplankton for the DS, and a whole new interface have dominated the development of the digital game
paradigm along with a range of new game concepts for the industry, we hope that we have taken a first step to a
Wii, it’s clear that Nintendo is moving away from its broader understanding of how games in general, and digital
competitors to open previously untapped markets. The Wii, video games in particular, need not cater to a hypothetical
originally called “Revolution,” may in fact truly represent niche audience of “gamers.”
one; it may be as significant as the Model T Ford in
creating “videogames for the people.” Recent Wii We are all gamers, and by looking back at earlier models of
advertising campaigns harkening back to board game games and play, as well as critiquing both exclusionary
packaging of old show a diverse array of players engaging production processes and cultural stereotypes of “gamers”
primarily with each other, rather than screenshots showing and “non-gamers” we can create a non-hegemonic game
off graphics, as is the common practice with other systems. industry that provides playful products which appeal to both
(Figure 7) Nintendo, once the undisputed giant of the game men and women, children and adults, and players of all
industry, has turned its back seat position in the Hegemony races, ages and personal play styles. Far from being a
of Play into an asset. Rather than racing to create the commercial death knell to the video game industry, such a
fanciest graphics with the same old game mechanics, focus can actually serve to expand the game market to be
Nintendo has bet on new audiences and accessible game more diverse, inclusive and welcoming across a broader
play, cultivating an audience of girls, women, adults and demographic range.
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